|Archive 1: Nov 2011 - Jan 2012|
 Master of the Mind - Invisibility
- I would assume this perk only affects on target spells, so my answer would be no ~ Dwarfmp 08:39, 22 May 2012 (UTC)
 Area of Effect?
One of my characters has completed the illusion tree. While doing so I've noticed that the Frenzy style spells seem to explode on landing even if they do not score a direct hit on an NPC, and that those near the explosion will act as if directly hit and attack each other. This is especially noticeable from very long range while sneaking. So is there a specific "area of effect" like within 10 feet for this (or other) illusion spells? Am I alone in this observation? If there is an AOE should the page mention it? Kalevala 20:08, 21 June 2012 (UTC)
- Looking at the effect names, Calm, Fury and Fear all seem to follow the same progression: First spell: One target. Second spell: ranged area effect. Third spell: self-centred area effect. I agree it would be good to list this in the article. --Irrevenant (talk) 05:26, 20 December 2012 (GMT)
 Advancing Illusion Experience
My in-game experience in advancing a new illusion character seems to indicate a requirement to burn through a fixed amount of magicka by some combination of spells to advance the skill. In this case for an illusion skill in the twenties, it works out to about 7 times the skill level to advance one level. So, one muffle for 120 + 2 courage at 33 each, totaling 186 in fact moved the skill from 25 to 26. This "cost" may only be nominal, in that the actual magicka lost can mitigated to zero by various equipment and potions, however the game seems to credit progress based upon what the spell's nominal cost was. Can anyone else verify my experience here? If so, should something like this be noted on the page:
The formula for advancing from X, to X+1 requires 7X magicka be used by the applicable spells.
The next logical question: is this applicable to other schools? Kalevala 20:31, 21 June 2012 (UTC)
 Dual Casting Courage/Rally
Any word on how dual casting those spells affects the resulting effects; do they simply last longer or increase health and stamina further, etc.? — Unsigned comment by Arpaleggia (talk • contribs) at 13:51 on 29 June 2012
 Fury will ignite oil pools
Found out Fury will ignite oil pools (those multi-hued "puddles" in most dungeons.)
Curiously, Frenzy will NOT. Anyone found additional uses for spells? For example, i use the weakest repulse undead to stagger Deathlords and Dragon Priests. — Unsigned comment by 188.8.131.52 (talk) at 06:52 on 10 July 2012
- neither ignite oil pools, tested 184.108.40.206 21:14, 14 January 2013 (GMT)
 Master of the Mind and Necromage
Using these two perks would suggest that a spell with 20 points of potency would supply another 5 points of potency to undead. If this is true, at what point would this apply to the dual casting bonus? Would dual casting on undead result in 55 points or 49 points? 220.127.116.11 16:01, 19 July 2012 (UTC)Havik
 Table for affected levels
Wasn't there a half-completed table on this talk page some weeks ago that showed what level NPCs each type of spell could affect? A finished version of that table (including the changes applied by dual casting, perks, vampirism, and Necromage vampirism) would be extremely useful, if anyone has the tools to get the hard data in place. There's not even any confirmation on the main page as to whether the Dual Casting bonus is applied before or after the perk bonuses.18.104.22.168 03:10, 9 October 2012 (GMT)
- The table you're referring to can be found here in the archives of this talk page. — ABCface◥ 03:21, 9 October 2012 (GMT)
 To Anyone Who Doubts the Utility of Illusion (Especially at Higher Levels...)
I've had Skyrim (my first Elder Scrolls game...) since a little after it was released, and I've played through most of the quests and the main story a number of times (I have this had odd compulsion, first with Fallout 3 and New Vegas, now with Skyrim, to try and figure out "the perfect" order, like there is such a thing, to play through all of the quests, get the items, etc--I think it's a subconscious excuse to keep playing them, over and over...), mostly as your standard melee combat characters with a splash of magic thrown in.
I discovered Alteration magic first, then actually leveled up and learned how use Restoration magic (for the longest time I only used healing spells at the worst possible times, died, and then went "aww man...Restoration sucks!"), and then I thought I'd try out Illusion with the perks and all of that, when I had something like 9 unused perks that I couldn't find a use for to save my life. I didn't even expect to keep all of it, and I was super careful to make back up saves, yada yada.
Holy cripes was I missing out. Just the Muffle spell rocks enough by itself (even if you have the Muffle enchantment on everything, like moi...), of course, casting Calm on children is friggin' hilarious (maybe that's just me...I didn't even know about the whole "wow that was fun! do it again!" deal until Hearthfire came out and I was messing around), and Fury is probably my favorite way to assassinate people for the Dark Brotherhood stuff.
Oh baby, the Master spells? Talk about awesome (the only downside is that a lot of followers will crap themselves when you cast Hysteria, particularly my favorite follower, Kharjo).
I assume that anyone reading this hates the Falmer to an extent that would concern any good psychologist, just like I do. I'll also assume that ya hate those godforsaken Dwarven spiders and spheres just as much, if not more.
Well, I don't care what level you are: cast Hysteria (which kind of functions like Detect Life in a way, with a way bigger area of effect), and even then, cast Mayhem. Oh yeah, cast Hysteria again, then Mayhem again. Not only are about 80% of those miserable ********ers dead and on their way to Hell, but those super high level monsters like Shadowmasters etc? Assuming they're not dead too (since affecting even half of the enemies in a dungeon or whatever --> just about all of them getting into a big battle royal and either losing 80% of their health or getting killed), you'll know they're up ahead because casting the spell gives you a nice little inventory of all of the enemies who are too strong to be affected.
That being said, Shadowmasters are about the only enemies that I haven't seen affected by Master spells or the others, augmented with dual casting and their related-perks...yes, that includes Briar hearts and those evil ass Draugr Deathlords with Ebony everything and a zillion shouts that seem way cooler than yours (including that Disarm/Unrelenting Force hybrid, where your followers always lose that bad ass weapon you made for them...COUGH cough KHARJO cough COUGH Dragonbone War Axe COUGH).
I will close my argument in favor of Illusion by sharing a little more of my own experiences: using the Mayhem and Hysteria cycle above, I went through the Alftland part of Discerning the Transmundane and the final Thieves Guild quest at Irkngthand, both which are usually agonizing and monotonous to me and take forever, in less (I mean way less...) than a half hour a piece. I'm so not kidding or exaggerating.--Timfever (talk) 11:57, 5 November 2012 (GMT)
- Timfever, this kind of thing is really best suited to our eshetalk 15:10, 5 November 2012 (GMT) . You may wish to take up your cause over there ;). ⇠
 Turn Undead vs Fear
If Master of the Mind makes undead susceptible to Illusions spells and Necromage makes those spells more effective, what is the relative effectiveness of Turn Undead + Necromage versus Fear/Rout + MotM + Necromage? Assuming this extends to weapon enchantments, does this mean a weapon with Turn Undead and Fear would be redundant? SonGoharotto (talk) 17:47, 20 December 2012 (GMT)
 Master of the Mind + Animage/Kindred Mage
Are undead, deadra, and automatons affected by the Animage or Kindred Mage perks after you've unlocked Master of the Mind? If so, then which one? For that matter, what about dremora, who are both NPCs and daedra? Needs to be tested. TheRealLurlock (talk) 19:35, 20 December 2012 (GMT)
 Master of the Mind and Enchantments
 Lethal Courage Spell
I'm encountering an issue with the spell "courage" which causes certain NPCs to die instantly when I cast it on them, even if they are at full health. I'm not seeing this reported anywhere else, Anyone have a fix/reason for this? The people that I have found that are killed by it so far are Serena and Erandur (Vaermina quest) Ayeitburns (talk) 14:43, 25 April 2013 (GMT)